User interface and method of user interaction

ABSTRACT

A method of user interaction with an entertainment device comprises generating an audio-visual output for use with audio-visual reproduction equipment, initiating an audio-visual event as part of the generated audio-visual output, receiving input data from one or more game control devices associated with the entertainment device, analyzing the received input data to evaluate an involuntary physical response by a user interacting with the or each game control device occurring within a predetermined period associated with the initiation of the audio-visual event, and adjusting subsequently generated audio-visual output responsive to the evaluation of the user&#39;s involuntary physical response.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a divisional of U.S. patent application Ser.No. 13/384,288, filed on Feb. 27, 2012, which application is a nationalphase entry under 35 U.S.C. §371 of International Application No.PCT/GB2010/051159, filed Jul. 15, 2010, published in English, whichclaims the benefit of and priority to GB Patent Application No.0912492.6, filed Jul. 17, 2009, the entire disclosures of which arehereby incorporated by reference herein.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a user interface and method of userinteraction.

2. Description of the Prior Art

The current generation of videogame consoles include hand-heldcontrollers that comprise microelectromechanical (MEMS) accelerometersand/or gyroscopic sensors, enabling the control of the console throughlateral and/or rotational movement of the controller.

Embodiments of the present invention seek to expand the modes the modesof interaction available through such devices.

SUMMARY OF THE INVENTION

In a first aspect, an entertainment device comprises audio-visualgeneration means operable to generate audio-visual output for use withaudio-visual reproduction equipment, a processor operable to initiate anaudio-visual event as part of the generated audio-visual output, inputmeans operable to receive input data from one or more user inputdevices, response evaluation means operable to analyse the input data toevaluate an involuntary physical response by a user interacting with theor each user input device within a predetermined period associated withthe initiation of the audio-visual event, wherein the processor isoperable to adjust subsequently generated audio-visual output responsiveto the evaluation of the user's involuntary physical response.

In a second aspect, a method of user interaction with an entertainmentdevice comprises generating an audio-visual output for use withaudio-visual reproduction equipment, initiating an audio-visual event aspart of the generated audio-visual output, receiving input data from oneor more of user input devices associated with the entertainment device,analysing the received input data to evaluate an involuntary physicalresponse by a user interacting with the or each user input deviceoccurring within a predetermined period associated with the initiationof the audio-visual event, and adjusting subsequently generatedaudio-visual output responsive to the evaluation of the user'sinvoluntary physical response.

Advantageously, in audio-visual entertainments such as a video game,this enables aspects of the game to be tailored to the emotionalresponse of the user to in-game events as revealed by their involuntaryphysical reactions.

Further respective aspects and features of the invention are defined inthe appended claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The above and other objects, features and advantages of the inventionwill be apparent from the following detailed description of illustrativeembodiments which is to be read in connection with the accompanyingdrawings, in which:

FIG. 1 is a schematic diagram of an entertainment device;

FIG. 2 is a schematic diagram of a cell processor;

FIG. 3 is a schematic diagram of a video graphics processor;

FIG. 4 is a schematic diagram of a Sony® Playstation 3® game controller;

FIGS. 5A and 5B are graphs of input data from a user input device inaccordance with an embodiment of the present invention;

FIGS. 6A-6C are schematic diagrams of timing strategies in accordancewith an embodiment of the present invention; and

FIG. 7 is a flow diagram of a method of user interaction in accordancewith an embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A user interface and a corresponding method of user interaction aredisclosed. In the following description, a number of specific detailsare presented in order to provide a thorough understanding of theembodiments of the present invention. It will be apparent, however, to aperson skilled in the art that these specific details need not beemployed to practice the present invention. Conversely, specific detailsknown to the person skilled in the art are omitted for the purposes ofclarity where appropriate.

In an example embodiment of the present invention, an audio-visualentertainment system such as a Sony® Playstation 3® console (PS3®) isoperably coupled to a display, and game controllers including a cameraand microphone, and a hand-held controller that comprises a motiondetection mechanism. A user plays a game comprising element designs toinduce surprise (typically in the form of fear or shock) in the player.Examples may include a sudden noise or a monster unexpectedly leapingout from behind a door. A common outcome of such a game element is aninvoluntary physical response from the player, which may take the formof a shout, a change in facial expression, and/or a sudden movement ofthe head or hands (i.e. involuntary movement of muscles for thelimbs/torso/head/face/vocal chords). Consequently, the audio-visualentertainment system may use the inputs available to it to detect andevaluate any involuntary actions on the part of the player in apredetermined period beginning at or just before the instigation of thesurprising game element. Thus sudden movements of the head and/or facialexpressions of surprise may be detected by use of image analysis of thecamera output; shouts or expletives may be detected by use of audioanalysis of the microphone output; and sudden hand movements may bedetected by use of motion analysis of the controller output. It will beappreciated that detection may be performed independently using any oneof these three user interfaces, although correlation between two or moreof them improves confidence. Of the three, the most common input islikely to be through the hand-held controller as this is the defaultinput device for most audio-visual entertainment systems. In responsethe analysed user response(s), the game can then be modified to reflectthe player's surprise within the game, and/or to adapt the gameenvironment in an attempt to heighten or alternatively reduce subsequentsurprise responses.

FIG. 1 schematically illustrates the overall system architecture of theSony® Playstation 3® entertainment device. A system unit 10 is provided,with various peripheral devices connectable to the system unit.

The system unit 10 comprises: a Cell processor 100; a Rambus® dynamicrandom access memory (XDRAM) unit 500; a Reality Synthesiser graphicsunit 200 with a dedicated video random access memory (CRAM) unit 250;and an I/O bridge 700.

The system unit 10 also comprises a Blu Ray® Disk BD-ROM® optical diskreader 430 for reading from a disk 440 and a removable slot-in hard diskdrive (HDD) 400, accessible through the I/O bridge 700. Optionally thesystem unit also comprises a memory card reader 450 for reading compactflash memory cards, Memory Stick® memory cards and the like, which issimilarly accessible through the I/O bridge 700.

The I/O bridge 700 also connects to four Universal Serial Bus (USB) 2.0ports 710; a gigabit Ethernet port 720; an IEEE 802.11b/g wirelessnetwork (Wi-Fi) port 730; and a Bluetooth® wireless link port 740capable of supporting up to seven Bluetooth connections.

In operation the I/O bridge 700 handles all wireless, USB and Ethernetdata, including data from one or more game controllers 751. For examplewhen a user is playing a game, the I/O bridge 700 receives data from thegame controller 751 via a Bluetooth link and directs it to the Cellprocessor 100, which updates the current state of the game accordingly.

The wireless, USB and Ethernet ports also provide connectivity for otherperipheral devices in addition to game controllers 751, such as: aremote control 752; a keyboard 753; a mouse 754; a portableentertainment device 755 such as a Sony Playstation Portable®entertainment device; a video camera such as an EyeToy® video camera756; and a microphone headset 757. Such peripheral devices may thereforein principle be connected to the system unit 10 wirelessly; for examplethe portable entertainment device 755 may communicate via a Wi-Fi ad-hocconnection, whilst the microphone headset 757 may communicate via aBluetooth link.

The provision of these interfaces means that the Playstation 3 device isalso potentially compatible with other peripheral devices such asdigital video recorders (DVRs), set-top boxes, digital cameras, portablemedia players, Voice over IP telephones, mobile telephones, printers andscanners.

In addition, a legacy memory card reader 410 may be connected to thesystem unit via a USB port 710, enabling the reading of memory cards 420of the kind used by the Playstation® or Playstation 2® devices.

In the present embodiment, the game controller 751 is operable tocommunicate wirelessly with the system unit 10 via the Bluetooth link.However, the game controller 751 can instead be connected to a USB port,thereby also providing power by which to charge the battery of the gamecontroller 751. In addition to one or more analog joysticks andconventional control buttons, the game controller is sensitive to motionin 6 degrees of freedom, corresponding to translation and rotation ineach axis. Consequently gestures and movements by the user of the gamecontroller may be translated as inputs to a game in addition to orinstead of conventional button or joystick commands. Optionally, otherwirelessly enabled peripheral devices such as the Playstation Portabledevice or the Playstation motion controller known as ‘Move’® may be usedas a controller. In the case of the Playstation Portable device,additional game or control information (for example, controlinstructions or number of lives) may be provided on the screen of thedevice. In the case of the Playstation Move, control information may beprovided both by internal motion sensors and by video monitoring of thelight on the Playstation Move device. Other alternative or supplementarycontrol devices may also be used, such as a dance mat (not shown), alight gun (not shown), a steering wheel and pedals (not shown) orbespoke controllers, such as a single or several large buttons for arapid-response quiz game (also not shown).

The remote control 752 is also operable to communicate wirelessly withthe system unit 10 via a Bluetooth link. The remote control 752comprises controls suitable for the operation of the Blu Ray Disk BD-ROMreader 430 and for the navigation of disk content.

The Blu Ray Disk BD-ROM reader 430 is operable to read CD-ROMscompatible with the Playstation and PlayStation 2 devices, in additionto conventional pre-recorded and recordable CDs, and so-called SuperAudio CDs. The reader 430 is also operable to read DVD-ROMs compatiblewith the Playstation 2 and PlayStation 3 devices, in addition toconventional pre-recorded and recordable DVDs. The reader 430 is furtheroperable to read BD-ROMs compatible with the Playstation 3 device, aswell as conventional pre-recorded and recordable Blu-Ray Disks.

The system unit 10 is operable to supply audio and video, eithergenerated or decoded by the Playstation 3 device via the RealitySynthesiser graphics unit 200, through audio and video connectors to adisplay and sound output device 300 such as a monitor or television sethaving a display 305 and one or more loudspeakers 310. The audioconnectors 210 may include conventional analog and digital outputswhilst the video connectors 220 may variously include component video,S-video, composite video and one or more High Definition MultimediaInterface (HDMI) outputs. Consequently, video output may be in formatssuch as PAL or NTSC, or in 720p, 1080i or 1080p high definition.

Audio processing (generation, decoding and so on) is performed by theCell processor 100. The Playstation 3 device's operating system supportsDolby® 5.1 surround sound, Dolby® Theatre Surround (DTS), and thedecoding of 7.1 surround sound from Blu-Ray® disks.

In the present embodiment, the video camera 756 comprises a singlecharge coupled device (CCD), an LED indicator, and hardware-basedreal-time data compression and encoding apparatus so that compressedvideo data may be transmitted in an appropriate format such as anintra-image based MPEG (motion picture expert group) standard fordecoding by the system unit 10. The camera LED indicator is arranged toilluminate in response to appropriate control data from the system unit10, for example to signify adverse lighting conditions. Embodiments ofthe video camera 756 may variously connect to the system unit 10 via aUSB, Bluetooth or Wi-Fi communication port. Embodiments of the videocamera may include one or more associated microphones and also becapable of transmitting audio data. In embodiments of the video camera,the CCD may have a resolution suitable for high-definition videocapture. In use, images captured by the video camera may for example beincorporated within a game or interpreted as game control inputs.

In general, in order for successful data communication to occur with aperipheral device such as a video camera or remote control via one ofthe communication ports of the system unit 10, an appropriate piece ofsoftware such as a device driver should be provided. Device drivertechnology is well-known and will not be described in detail here,except to say that the skilled man will be aware that a device driver orsimilar software interface may be required in the present embodimentdescribed.

Referring now to FIG. 2, the Cell processor 100 has an architecturecomprising four basic components: external input and output structurescomprising a memory controller 160 and a dual bus interface controller170A,B; a main processor referred to as the Power Processing Element150; eight co-processors referred to as Synergistic Processing Elements(SPEs) 110A-H; and a circular data bus connecting the above componentsreferred to as the Element Interconnect Bus 180. The total floatingpoint performance of the Cell processor is 218 GFLOPS, compared with the6.2 GFLOPs of the Playstation 2 device's Emotion Engine.

The Power Processing Element (PPE) 150 is based upon a two-waysimultaneous multithreading Power 970 compliant PowerPC core (PPU) 155running with an internal clock of 3.2 GHz. It comprises a 512 kB level 2(L2) cache and a 32 kB level 1 (L1) cache. The PPE 150 is capable ofeight single position operations per clock cycle, translating to 25.6GFLOPs at 3.2 GHz. The primary role of the PPE 150 is to act as acontroller for the Synergistic Processing Elements 110A-H, which handlemost of the computational workload. In operation the PPE 150 maintains ajob queue, scheduling jobs for the Synergistic Processing Elements110A-H and monitoring their progress. Consequently each SynergisticProcessing Element 110A-H runs a kernel whose role is to fetch a job,execute it and synchronise with the PPE 150.

Each Synergistic Processing Element (SPE) 110A-H comprises a respectiveSynergistic Processing Unit (SPU) 120A-H, and a respective Memory FlowController (MFC) 140A-H comprising in turn a respective Dynamic MemoryAccess Controller (DMAC) 142A-H, a respective Memory Management Unit(MMU) 144A-H and a bus interface (not shown). Each SPU 120A-H is a RISCprocessor clocked at 3.2 GHz and comprising 256 kB local RAM 130A-H,expandable in principle to 4 GB. Each SPE gives a theoretical 25.6GFLOPS of single precision performance. An SPU can operate on 4 singleprecision floating point members, 4 32-bit numbers, 8 16-bit integers,or 16 8-bit integers in a single clock cycle. In the same clock cycle itcan also perform a memory operation. The SPU 120A-H does not directlyaccess the system memory XDRAM 500; the 64-bit addresses formed by theSPU 120A-H are passed to the MFC 140A-H which instructs its DMAcontroller 142A-H to access memory via the Element Interconnect Bus 180and the memory controller 160.

The Element Interconnect Bus (EIB) 180 is a logically circularcommunication bus internal to the Cell processor 100 which connects theabove processor elements, namely the PPE 150, the memory controller 160,the dual bus interface 170A,B and the 8 SPEs 110A-H, totalling 12participants. Participants can simultaneously read and write to the busat a rate of 8 bytes per clock cycle. As noted previously, each SPE110A-H comprises a DMAC 142A-H for scheduling longer read or writesequences. The EIB comprises four channels, two each in clockwise andanti-clockwise directions. Consequently for twelve participants, thelongest step-wise data-flow between any two participants is six steps inthe appropriate direction. The theoretical peak instantaneous EIBbandwidth for 12 slots is therefore 96B per clock, in the event of fullutilisation through arbitration between participants. This equates to atheoretical peak bandwidth of 307.2 GB/s (gigabytes per second) at aclock rate of 3.2 GHz.

The memory controller 160 comprises an XDRAM interface 162, developed byRambus Incorporated. The memory controller interfaces with the RambusXDRAM 500 with a theoretical peak bandwidth of 25.6 GB/s.

The dual bus interface 170A,B comprises a Rambus FlexIO® systeminterface 172A,B. The interface is organised into 12 channels each being8 bits wide, with five paths being inbound and seven outbound. Thisprovides a theoretical peak bandwidth of 62.4 GB/s (36.4 GB/s outbound,26 GB/s inbound) between the Cell processor and the I/O Bridge 700 viacontroller 170A and the Reality Simulator graphics unit 200 viacontroller 170B.

Data sent by the Cell processor 100 to the Reality Simulator graphicsunit 200 will typically comprise display lists, being a sequence ofcommands to draw vertices, apply textures to polygons, specify lightingconditions, and so on.

Referring now to FIG. 3, the Reality Simulator graphics (RSX) unit 200is a video accelerator based upon the NVidia® G70/71 architecture thatprocesses and renders lists of commands produced by the Cell processor100. As such, it acts as an audio-visual generation means operable togenerate audio-visual output for use with audio-visual reproductionequipment. The RSX unit 200 comprises a host interface 202 operable tocommunicate with the bus interface controller 170B of the Cell processor100; a vertex pipeline 204 (VP) comprising eight vertex shaders 205; apixel pipeline 206 (PP) comprising 24 pixel shaders 207; a renderpipeline 208 (RP) comprising eight render output units (ROPs) 209; amemory interface 210; and a video converter 212 for generating a videooutput. The RSX 200 is complemented by 256 MB double data rate (DDR)video RAM (VRAM) 250, clocked at 600 MHz and operable to interface withthe RSX 200 at a theoretical peak bandwidth of 25.6 GB/s. In operation,the VRAM 250 maintains a frame buffer 214 and a texture buffer 216. Thetexture buffer 216 provides textures to the pixel shaders 207, whilstthe frame buffer 214 stores results of the processing pipelines. The RSXcan also access the main memory 500 via the EIB 180, for example to loadtextures into the VRAM 250.

The vertex pipeline 204 primarily processes deformations andtransformations of vertices defining polygons within the image to berendered.

The pixel pipeline 206 primarily processes the application of colour,textures and lighting to these polygons, including any pixeltransparency, generating red, green, blue and alpha (transparency)values for each processed pixel. Texture mapping may simply apply agraphic image to a surface, or may include bump-mapping (in which thenotional direction of a surface is perturbed in accordance with texturevalues to create highlights and shade in the lighting model) ordisplacement mapping (in which the applied texture additionally perturbsvertex positions to generate a deformed surface consistent with thetexture).

The render pipeline 208 performs depth comparisons between pixels todetermine which should be rendered in the final image. Optionally, ifthe intervening pixel process will not affect depth values (for examplein the absence of transparency or displacement mapping) then the renderpipeline and vertex pipeline 204 can communicate depth informationbetween them, thereby enabling the removal of occluded elements prior topixel processing, and so improving overall rendering efficiency. Inaddition, the render pipeline 208 also applies subsequent effects suchas full-screen anti-aliasing over the resulting image.

Both the vertex shaders 205 and pixel shaders 207 are based on theshader model 3.0 standard. Up to 136 shader operations can be performedper clock cycle, with the combined pipeline therefore capable of 74.8billion shader operations per second, outputting up to 840 millionvertices and 10 billion pixels per second. The total floating pointperformance of the RSX 200 is 1.8 TFLOPS.

Typically, the RSX 200 operates in close collaboration with the Cellprocessor 100; for example, when displaying an explosion, or weathereffects such as rain or snow, a large number of particles must betracked, updated and rendered within the scene. In this case, the PPU155 of the Cell processor may schedule one or more SPEs 110A-H tocompute the trajectories of respective batches of particles. Meanwhile,the RSX 200 accesses any texture data (e.g. snowflakes) not currentlyheld in the video RAM 250 from the main system memory 500 via theelement interconnect bus 180, the memory controller 160 and a businterface controller 170B. The or each SPE 110A-H outputs its computedparticle properties (typically coordinates and normals, indicatingposition and attitude) directly to the video RAM 250; the DMA controller142A-H of the or each SPE 110A-H addresses the video RAM 250 via the businterface controller 170B. Thus in effect the assigned SPEs become partof the video processing pipeline for the duration of the task.

In general, the PPU 155 can assign tasks in this fashion to six of theeight SPEs available; one SPE is reserved for the operating system,whilst one SPE is effectively disabled. The disabling of one SPEprovides a greater level of tolerance during fabrication of the Cellprocessor, as it allows for one SPE to fail the fabrication process.Alternatively if all eight SPEs are functional, then the eighth SPEprovides scope for redundancy in the event of subsequent failure by oneof the other SPEs during the life of the Cell processor.

The PPU 155 can assign tasks to SPEs in several ways. For example, SPEsmay be chained together to handle each step in a complex operation, suchas accessing a DVD, video and audio decoding, and error masking, witheach step being assigned to a separate SPE. Alternatively or inaddition, two or more SPEs may be assigned to operate on input data inparallel, as in the particle animation example above.

Software instructions implemented by the Cell processor 100 and/or theRSX 200 may be supplied at manufacture and stored on the HDD 400, and/ormay be supplied on a data carrier or storage medium such as an opticaldisk or solid state memory, or via a transmission medium such as a wiredor wireless network or internet connection, or via combinations ofthese.

The software supplied at manufacture comprises system firmware and thePlaystation 3 device's operating system (OS). In operation, the OSprovides a user interface enabling a user to select from a variety offunctions, including playing a game, listening to music, viewingphotographs, or viewing a video. The interface takes the form of aso-called cross media-bar (XMB), with categories of function arrangedhorizontally. The user navigates by moving through the function icons(representing the functions) horizontally using the game controller 751,remote control 752 or other suitable control device so as to highlight adesired function icon, at which point options pertaining to thatfunction appear as a vertically scrollable list of option icons centredon that function icon, which may be navigated in analogous fashion.However, if a game, audio or movie disk 440 is inserted into the BD-ROMoptical disk reader 430, the Playstation 3 device may select appropriateoptions automatically (for example, by commencing the game), or mayprovide relevant options (for example, to select between playing anaudio disk or compressing its content to the HDD 400).

In addition, the OS provides an on-line capability, including a webbrowser, an interface with an on-line store from which additional gamecontent, demonstration games (demos) and other media may be downloaded,and a friends management capability, providing on-line communicationwith other Playstation 3 device users nominated by the user of thecurrent device; for example, by text, audio or video depending on theperipheral devices available. The on-line capability also provides foron-line communication, content download and content purchase during playof a suitably configured game, and for updating the firmware and OS ofthe Playstation 3 device itself. It will be appreciated that the term“on-line” does not imply the physical presence of wires, as the term canalso apply to wireless connections of various types.

Referring now also to FIG. 4, as an example of a hand-held controllerthe Playstation 3 game controller 751, known as the SIXAXIS® controller,comprises two joysticks 1050, 1060, two sets of four pressure sensitivebuttons 1030, 1040, and two pairs of pressure sensitive trigger buttons,1011, 1012, 1021, 1022. In addition the central portion of thecontroller contains three ‘system’ buttons 1070 that typically accessfunctions of the operating system or current application. The gamecontroller can connect to the PS3 10 via a USB port 1080 to charge thecontroller's battery.

In addition, the controller contains a MEMS motion detection mechanism,comprising accelerometers (not shown) that detect the extent oftranslational movement along three axes, and gyroscopes (also not shown)that detect the extent of rotational movement about these axes.

In an embodiment of the present invention, the PS3 is running avideogame that is intended to scare the player. A scary game maycomprise so-called ‘passive’ and ‘active’ scares, with passive scaresgenerally relating to the mood of the game and including music, lightingand the general environment (e.g. a haunted house or graveyard). Bycontrast active scares are scripted and/or emergent events that impingedirectly upon the game-play, such as sudden noise, lighting orenvironmental effects such as an explosion, or the sudden and noisycollapse of an object that the player is investigating via theiron-screen persona, known as an avatar. Other active scares include thesudden appearance of a monster or similar, or a sudden change inbehaviour or a non-player character (NPC), such as suddenly lungingtoward the player's avatar. Other active scares will be apparent to theskilled person. Active scares may be tagged as such in order to activatethe following process of evaluating the user's response to the scare.This may be a flag or similar entry in the case of a scripted event, aflag associated with an entity whose behaviour is inherently scary, or amonitoring system that determines whether an emergent event may betreated as scary (for example whether the user's proximity to a suddenevent, or a rate of change in game volume exceeding a threshold value).

The PS3 or more specifically the Cell processor, operating under thecontrol of the game, is operable to initiate an audio-visual event (i.e.an active scare) as part of the generated audio-visual output of thegame, and can then detect whether the user exhibits an involuntaryphysical response in reaction to the active scare, using input meanssuch as Bluetooth, USB or similar arranged to receive input data from agame controller. As noted previously, the PS3 game controller 751comprises motion sensors the can be used to detect voluntary physicalactions of the user to control a game or other user interface on thePS3.

Referring now to FIGS. 5A and 5B, a time history of the sum magnitude ofmotion of a handheld game controller (in this case, a Sony Playstationmotion controller known as ‘Move’®—a wand comprising accelerometers andgyroscopic sensors together with a light for optical tracking by a videocamera) is shown in FIG. 5A. Time proceeds along the x-axis of the graphwhilst the magnitude is shown on the y-axis of the graph. Axis scalesare arbitrary. The time history in FIG. 5A was taken during a calmperiod in a game and can be considered to represent a noise floor orbaseline response caused by normal movement of the player, for examplewhen making normal voluntary movements of the controller.

In FIG. 5B, a similar time history of the sum magnitude of motion of thehandheld controller is shown that encompasses an active scare event. Ascan be seen in this figure there is a large overall motion of thecontroller due to an involuntary surprise reaction by the player to theactive scare, taking the form of a muscular spasm or similar largephysical response that transferred motion to the controller.

Such a large movement may be detected as an involuntary reaction, asopposed to a voluntary control action, by exceeding a threshold that iseither an absolute value that may be empirically determined, or isrelative to a time-averaged estimate of a noise floor of the typeillustrated in FIG. 5A, which may comprise user inaction or simply morecontrolled and hence less intense voluntary control actions. Forexample, such an average may optionally be performed by the PS3 justprior to the instigation of the active scare for a period of timesufficient to determine a reliable estimate for the noise floor. Aninvoluntary surprise/scare response may then be determined to haveoccurred if the magnitude of input exceeds the noise floor by a certainpercentage or multiple, or by a number of standard deviations.Optionally a minimum duration above this threshold may also be required.In this way, the PS3 can distinguish between voluntary and involuntaryphysical actions detected using the same game controller.

If the magnitude of input exceeds the minimum threshold as describedabove then the actual value may be used as an indicator of the level ofsurprise experienced by the player.

The level of surprise (scare) may be crudely characterised as:

-   -   i. not very scared;    -   ii. scared; and    -   iii. terrified.

The first level of ‘not very scared’ may be determined if the magnitudeof input exceeds the minimum threshold but does not exceed a second,higher ‘scared’ threshold. This level may also be inferred if there is afailure to detect any involuntary response above the noise floor of thecontroller input (i.e. no response exceeds the minimum threshold). Ineither case the user's response may be taken as an indication that theactive scare was not scary enough. Consequently, in an embodiment of thepresent invention the game may be altered to increase the relative scarepotential (i.e. the intensity) of future active scares—for example bymaking unexpected noises louder, or waiting until the player's avatar iscloser before a monster leaps out at it. Similarly any passive scaresmay also be increased in intensity to heighten tension, for example byreducing the in-game lighting levels, making in-game ammunition orhealth packs more scarce, and/or altering the music. Thus the Cellprocessor is operable to subsequently adjust generated audio-visualoutput of the game responsive to the evaluation of the user'sinvoluntary physical response, as categorised by the threshold.

The relative increase in intensity of future scares (for example thechange in volume, or triggering distance) may be proportional to theshortfall between the measured magnitude of input and the ‘scared’threshold. Again, this second ‘scared’ threshold may be an absolutefigure or relative to a measured noise floor.

It will be appreciated that increases in potential scares may be subjectto absolute limits; for example limits on volume levels within theoverall audio mix, or limits on how close a triggering distance may bebefore it affects the user's ability to properly tackle the monster,etc.

Alternatively or in addition, the user's avatar and non-playercharacters it encounters may respond in a manner appropriate to afearless character; for example friendly non-player characters may runto the player's avatar for protection, and the player's avatar mayperform in-game actions more competently (e.g. deal more hit points in afight, or open a locked door more quickly). Likewise the player's avatarmay display a fearless expression and fearless mannerisms.

The second level of ‘scared’ may be determined if the magnitude of inputexceeds the second, higher ‘scared’ threshold but does not exceed athird, highest ‘terrified’ threshold. In this case the user's responsemay be taken as an indication that the scare level is roughly correct,in the sense that the player is roughly as scared as the game'sdesigners want them to be.

As outlined previously, in an embodiment of the present invention thegame may be further altered to adjust the relative scare potential orintensity of future active scares, but in this case the adjustment maybe small and, depending on whether the user's response is below or abovea midpoint value lying between the second and third threshold values,may increase or decrease the relative intensity of scare accordingly.

Again the increase or decrease in potential scare may be subject to anabsolute limit.

Alternatively or in addition, the user's avatar and non-playercharacters it encounters may respond in a manner appropriate to afearful character; for example if an enemy is encountered, friendlynon-player characters may run away from the player's avatar to seekprotection elsewhere or with each other, and the player's avatar mayperform in-game actions less competently (e.g. dealing fewer hit pointsin a fight, or dropping a torch, causing the player's avatar to betemporarily plunged into darkness). Likewise the player's avatar maydisplay a scared expression and fearful mannerisms, such as looking overtheir shoulder.

Similarly other feedback may be provided in the form of rumble in thecontroller or a similar suitable change in the operation of any otherperipheral associated with the PS3.

The third level of ‘terrified’ may be determined if the magnitude ofinput exceeds the third, highest ‘terrified’ threshold.

In this case the user's response may be taken as an indication that thescare level is too high. Consequently, in an embodiment of the presentinvention the game may be altered to decrease the relative scarepotential (intensity) of future active scares—for example makingunexpected noises quieter or causing a monster to leap out ofconcealment further from the player's avatar. Similarly any passivescares may also be decreased to reduce tension, for example byincreasing the in-game lighting levels, making in-game ammunition orhealth packs more available, and/or altering the music.

The relative decrease of scare intensity (for example the change involume, or triggering distance) may be proportional to the extent bywhich the measured magnitude of the input exceeds the ‘terrified’threshold.

It will be appreciated that decreases in potential scares may be subjectto absolute limits; for example limits on volume levels within theoverall audio mix, or limits on how far a triggering distance may bebefore it affects the rules governing a monster's interaction with theuser, etc.

Alternatively or in addition, the user's avatar and non-playercharacters it encounters may respond in a manner appropriate to aterrified character; for example friendly non-player characters mayavoid the player's avatar or comment that the player is afraid.Meanwhile the player's avatar may perform in-game actions lesscompetently, and/or the player may temporarily lose control of theavatar; for example the avatar may cower in front of a monster for aperiod of time, or run away by a certain distance or to a certainlocation, before control is passed back to the player. Likewise theplayer's avatar may display a terrified expression and terrifiedmannerisms, such as jumping at shadows.

Similarly other feedback may be provided in the form of rumble in thecontroller or the activation or a change in lights on the controller.

Alternatively, in an embodiment of the present invention there is anabsolute or relative value that may be characterised as ‘properlyscared’, above which the intensity of scares are proportionately reducedand below which the intensity of scares are proportionately increased inways such as those described previously herein, again subject to anylimits imposed by the game's designers. In this case the in-gameadjustments, and player avatar characterisations and other game-drivenresponses described above for ‘not very scared’, ‘scared’ and‘terrified’ are appropriately distributed along a scale with ‘properlyscared’ in the middle, corresponding, for example, to the mid-pointvalue between the ‘scared’ and ‘terrified’ threshold values noted above.

It will be appreciated that the above described adaptations to a gameare for illustrative purposes only and are non-limiting. More generally,a game may adapt to increase or decrease the intensity of a scare inresponse to an estimated level of fear in the player based upon anevaluation of their involuntary response to such scares. Alternativelyor in addition characteristics of the player's avatar and/or othernon-player characters can also be adapted in response to the user'sestimated level of fear in a manner appropriate to the context of thegame.

It will be appreciated that different active scares may have differentabsolute or relative thresholds set for them by the game's designers, orthey may use globally set thresholds.

Similarly it will be appreciated that different active scares may beadjusted separately in response to the user's reactions, or relatedgroups of scares (e.g. monsters, noises etc) may be adjusted on a groupbasis.

Similarly it will be appreciated that in principle only one of themotion detection outputs from the controller need be used (in this casepreferably corresponding to vertical movement), but as more of themotion detection outputs are used then a more complete range of motioncan be captured from the user.

It will also be appreciated that independently of any absolute orrelative thresholds, in an embodiment of the present invention ifinvoluntary physical responses of a user result in inputs indicativethat the user input device (e.g. the controller) is at risk of damage toitself or causing injury to others, then the game will similarly reducethe effective scare level.

Further it will also be appreciated that the game control device is notlimited to the examples of the SixAxis controller or the SonyPlaystation Motion Controller wand, but is applicable to any controlleror controller system with a suitable motion sensing capability, eitherinternal in the form of accelerometers and/or gyroscopic sensors, orexternal in the form of a camera for tracking a feature of the device.

Finally it will be appreciated that the above system of fear detectionis not limited to movement magnitude detection and thresholding;alternatively or in addition, velocity or acceleration levels andcorresponding low, medium and high thresholds may be used. For example,muscular reactions in response to shock are likely to exhibit greaterlevels of acceleration than those associated with intentional voluntaryactions, often regardless of the corresponding magnitude of movement,potentially making such involuntary movements more easilydistinguishable as changes in acceleration rather than displacement. Itwill be appreciated that a particular advantage of this embodiment ofthe present invention is that involuntary actions are detected using thesame game controller device and sensors that are normally used to detectvoluntary actions of the user, and hence fear levels can be detected andcategorised using the standard control equipment already in use duringplay and that is shipped with the PS3, without resorting to additionalpotentially expensive, uncomfortable, invasive or (for multiplayergames), unhygienic biofeedback sensor systems such as detectors of pulserate or galvanic skin response.

Alternatively or in addition to measuring the input from the motiondetection mechanism of the controller, input may be measured from othercommonly used game controllers, such as a microphone or video camera.Typically the microphone will be physically associated with the videocamera, but this is not necessary.

For the microphone, the generated input may simply constitute a measureof volume, corrected for the known current audio output of the gameitself in a manner similar to active noise cancellation. For example,during a quiet period of the game or during a calibration exercise, thePS3 can use autocorrelation to determine one or more delay paths andattenuation levels between loudspeakers coupled to the game and themicrophone, and then use this estimate to deleting a synthesised versionof the current audio output from the microphone's audio signal so as toisolate additional sounds attributable to the user.

The measure of volume may then be used in a similar manner to themeasure of motion described above, with, for example, the establishmentof a noise floor with respect to normal voluntary voice commands orvoice chat issued by the user to the microphone, and the use of one ormore absolute or relative thresholds or values to evaluate how scaredthe user is.

Optionally, alternatively or in addition voice recognition may be usedto determine whether the user said anything that may indicate surprise,shock, fear, etc. Thus, for example, a weighting may be given toeffectively increase the volume of a user's utterance if that utterancewas a recognised expletive.

Alternatively or in addition to measuring the input from the motiondetection mechanism of the controller or the microphone, input may bemeasured from the video camera.

In an embodiment of the present invention, the input allows measurementthe extent of vertical motion of the user's head; i.e. whether the userjerked their head in reaction to the active scare, using image analysistechniques known in the art. Such motion may be absolute, or relative tothe size of the user's head as captured in the video image so as tocompensate for the unpredictable distance of the user from the camera.

In another embodiment, the input allows measurement of the accelerationof a glowing ball affixed to the Playstation motion controller.

In either case, again the measure of such motion may then be used in asimilar manner to the measure of controller motion described above,with, for example, the establishment of a noise floor with respect tovoluntary gesture commands used with the camera, and the use of one ormore absolute or relative thresholds or values to evaluate how scaredthe user is.

Optionally, alternatively or in addition facial expression recognitionusing known techniques may be used to determine whether the user was notvery scared, scared or terrified; the game may then react in a similarmanner to that outlined previously for these categories of reaction.

Referring now to FIGS. 6A, 6B and 6C, in an embodiment of the presentinvention the above measurement or measurements are conducted within atypically brief period associated with the active scare; for example aperiod of two seconds beginning coincident with the beginning of theactive scare.

Such a typical period is shown in FIG. 6A, where a momentary scare event1100 is followed by a measurement period 1110. An arbitrary time scaleis used on the x-axis.

The measurement period provides time for the scare to occur, a reactiondelay time on the part of the player, and for the physical manifestationof their involuntary response.

Outside this measurement period, in an embodiment of the presentinvention measurements are not analysed to detect any involuntary scareresponse on the part of the user. This reduces the scope forfalse-positives that may otherwise occur if, for example, the user dropsthe game controller, nods their head or calls out to a friend whilstplaying the game.

Alternatively or in addition, as seen in FIG. 6B an active scare maytake a finite period of time to unfold (represented by the broad arrow1100′) and the measurement period may encompass the whole scare event oreven slightly precede it.

Alternatively or in addition, as seen in FIG. 6C, prior to an activescare event 1100″, a calibration or noise level estimation period 1120may be used to estimate what background movement or sound levels (asapplicable) are occurring just prior to the active scare event, toenable the determination of a measurement noise floor and subsequentlyrelative scare thresholds. Optionally such an estimate may contribute toa user-specific long-term estimate derived over the course of one ormore gaming sessions and used in preference as the basis for relativethresholds as described herein.

Alternatively or in addition, in an embodiment of the present invention,measurements are evaluated continuously or over additional periods todetermine whether the user is scared by events or features of the gamenot anticipated as such by the game's designers. For example a user mayfind an aspect of the ambient environment scary and react to it.Following each such unanticipated reaction from the user, the game canrecord what environmental factors were present, and over successivereactions, evaluate common elements. These elements may then beincreased or decreased within the game depending on the user's currentlyevaluated level of fear.

It will be understood that typically the Cell processor operates as theresponse evaluation means operable to analyse the input data to evaluatean involuntary physical response by a user interacting with the or eachgame control device within a predetermined period associated with theinitiation of the audio-visual event.

An evaluation of the user's involuntary response to a surprise event,including as applicable their relative or absolute increase in movementin either the controller or their head, body, or limbs, and/or theirvocal and facial responses, together with typical reaction times, may beinitially determined via a further separate calibration phase.

Such a calibration phase may be overtly portrayed as such, for exampleusing a loud tone as the surprise event within a neutral context outsidethe game proper, or may be part of the game itself, such as a tutorialor introductory mode; for example where the player is treated as aso-called ‘rookie’ and subjected to various training tests that includea sequence of active scare events. Measurement data from the scareevents can be used to calibrate, normalise and/or (in the instance offacial expression recognition) optionally train the game to achieve thedesired level of involuntary scare response from the player prior toplaying the game proper. Similarly measurement data from the varioustraining tests between events and in calm periods may be used togenerate a noise-floor of baseline estimates of normal user motion, andso calibrate the thresholds for the user's intensity of voluntaryphysical motion when controlling the game, which may be of use whereestimates of such motion are not performed immediately prior to anactive scare event (for example where such events are emergent ratherthan scripted, as described previously).

In an embodiment of the present invention, the above system of gameadaptation to involuntary user responses can be overridden in severalways.

Firstly, the user may simply be allowed to disable the feature, andinstead simply use a ‘scare rating’ slider; similarly the scare levelmay be set or biased by the player's age.

Secondly, any one of the available inputs may be disabled; for examplethe use of facial expressions or audio cues may be disabled whilst headand controller motion are still used.

Notably inputs may also be disabled automatically during or followingthe calibration phase; for example if there is a poor correlationbetween the scare and any audio cues, or between facial expressions andother indicators of involuntary response from the player, then these maybe disabled by the game. Thus more generally any input type from whichevaluations of the user's involuntary response diverges significantlyfrom a consensus of evaluations may be discounted and/or disabled.

Alternatively or in addition to overriding inputs, the games responsesto the user may also be overridden as follows;

Firstly, adjustments to active and passive scare levels may be disabled,leaving only changes to the user's avatar, and vice-versa.

Notably, adjustments to active and passive scare levels may be disabledautomatically during a multiplayer game, where several players, withpotentially different levels of involuntary response, will share thesame active and passive scares. In this case the scares may return to adefault level. However, optionally the user's avatar may still reflecttheir scare level.

It will be understood that reference herein to the player's avatar alsoencompasses as applicable the player's point of view in the case offirst-person (rather than third-person) game styles.

It will also be appreciated that the above techniques, whilst describedprimarily in relation to scares within a game, may in principle be usedto evaluate other involuntary physical responses to other events. Forexample in a game for small children, laughter and/or smiles in responseto an amusing event may be used to increase the frequency of such eventsand/or exaggerate them in future, in order to modify a game to providegreater amusement. In this case, rather than levels of fear or a‘properly scared’ target response, levels of happiness or a ‘properlyhappy’ target response may be similarly used. Again, the sensors used todetect these responses are the same sensors being used for voluntarygame control actions within the game controllers; motion sensors,microphones and/or video cameras.

Likewise, the above techniques may be used to adjust the properties of avisualisation provided by a music playing application, so as to eitherencourage or discourage physical reactions, for example depending on thegenre of the music (rock or classical, for example).

Similarly the above techniques may be used to adjust the properties of afilm being played by the entertainment device, for example compressingthe audio dynamic range if the viewer is overly surprised by loudsounds. Again this may also be responsive to the nature of the film, forexample being overridden when playing a horror film.

Referring now to FIG. 7, a method of user interaction with anentertainment device comprises:

in a first step, generating (s10) an audio-visual output for use withaudio-visual reproduction equipment;

in a second step, initiating (s20) an audio-visual event as part of thegenerated audio-visual output;

in a third step, receiving (s30) input data from one or more gamecontrol devices associated with the entertainment device;

in a fourth step, analysing (s40) the received input data to evaluate aninvoluntary physical response from the user occurring within apredetermined period associated with the initiation of the audio-visualevent; and

in a fifth step, adjusting (s50) the generated audio-visual outputresponsive to the evaluation of the user's involuntary physicalresponse.

It will be apparent to a person skilled in the art that variations inthe above method corresponding to operation of the various embodimentsof the apparatus as described and claimed herein are considered withinthe scope of the present invention, including but not limited to:

-   -   adjusting environmental elements of a game (passive scares) to        increase or decrease their intensity (i.e. the extent to which        they contribute to the scariness or tension of the game)        responsive to the evaluation of the user's involuntary physical        response;    -   adjusting parameters of the active scare events to change their        intensity, for example by changing the volume or a triggering        distance to an event responsive to the evaluation of the user's        involuntary physical response;        -   subject to absolute limits;    -   adjusting the appearance and/or behaviour of the player's avatar        and/or of non-player characters responsive to the evaluation of        the user's involuntary physical response;    -   adjusting the behaviour of a hardware component of the system,        for example controller rumble or lights, responsive to the        evaluation of the user's involuntary physical response;    -   making these adjustments according to categorisations associated        with one or more thresholds;        -   and optionally proportional to the difference between the            evaluated user's involuntary response and a relevant            threshold;    -   making these adjustments proportional to the difference between        the evaluated user's involuntary response and a target response        level;    -   such thresholds and/or target response levels may be absolute or        relative to a noise floor, and/or set during a calibration        phase;    -   overriding or disabling input from one or more possible game        controllers;    -   overriding or disabling adjustments to one or more aspects of        the game (such as those outlined above);        -   in particular, active and passive scares during multiplayer            games; and    -   analysing whether events within the game that are not        specifically intended as active scares also cause an involuntary        reaction in the player and adjusting them in a similar manner.

It will be appreciated that the above techniques may be incorporatedwithin a particular game, or may be supplied by the operating system orfirmware of the entertainment device, for example as part of thedevice's input/output application programming interface.

Consequently, it will be appreciated that the methods disclosed hereinmay be carried out on conventional hardware suitably adapted asapplicable by software instruction or by the inclusion or substitutionof dedicated hardware.

Thus the required adaptation to existing parts of a conventionalequivalent device may be implemented in the form of a computer programproduct or similar object of manufacture comprising processorimplementable instructions stored on a data carrier such as a floppydisk, optical disk, hard disk, PROM, RAM, flash memory or anycombination of these or other storage media, or transmitted via datasignals on a network such as an Ethernet, a wireless network, theInternet, or any combination of these of other networks, or realised inhardware as an ASIC (application specific integrated circuit) or an FPGA(field programmable gate array) or other configurable circuit suitableto use in adapting the conventional equivalent device.

The invention claimed is:
 1. An entertainment device, comprising:audio-visual generation means operable to generate audio-visual outputfor use with audio-visual reproduction equipment; a processor operableto initiate a scary audio-visual event as part of the generatedaudio-visual output; an input operable to receive input video data froma video camera game controller; and response evaluation means operableto analyse the input video data to detect, with reference to apredetermined threshold, between normal user actions comprisingvoluntary motions and an involuntary physical motion by a userinteracting with the video camera game controller, in which input datacorresponding to voluntary physical motions do not exceed thepredetermined threshold, while input data corresponding to involuntaryphysical motions do exceed the predetermined threshold; the responseevaluation means being further operable to detect an involuntaryphysical motion within a predetermined period associated with theinitiation of the scary audio-visual event; and wherein the processor isoperable to subsequently adjust generated audio-visual output responsiveto the evaluation of the user's involuntary physical motion.
 2. Anentertainment device according to claim 1, further comprising amicrophone.
 3. An entertainment device according to claim 1, in which:if an evaluation of the user's involuntary physical motion characterisesit as too small, the processor is arranged to increase the intensity ofa subsequently initiated audio-visual event; and if the evaluation ofthe user's involuntary physical motion characterises it as too large,the processor is arranged to decrease the intensity of a subsequentlyinitiated audio-visual event.
 4. An entertainment device according toclaim 1, in which the generated audio-visual output relates to a videogame and the audio-visual events are events within the video game.
 5. Anentertainment device according to claim 4, in which the processor isoperable to adjust background environmental aspects of the gameresponsive to the evaluation of the user's involuntary physical motion.6. An entertainment device according to claim 5, in which the processoris operable to not make one or more adjustments to the generatedaudio-visual output when the game is played in multiplayer mode.
 7. Anentertainment device according to claim 4, in which the processor isoperable to adjust one or more characteristics of one or more in-gamecharacters responsive to the evaluation of the user's involuntaryphysical motion.
 8. An entertainment device according to claim 4, inwhich the processor is operable to adjust the operation of one or moreperipheral devices associated with the entertainment device responsiveto the evaluation of the user's involuntary physical motion.
 9. Anentertainment device according to claim 1, in which the processor isoperable to adjust the generated audio-visual output responsive to anevaluation of the user's involuntary physical motion with respect to oneor more categories, the one or more categories corresponding to one ormore threshold values of involuntary physical motion.
 10. Anentertainment device according to claim 9 in which the one or morethreshold values of involuntary physical motion are one or more selectedfrom the list consisting of: i. a predetermined absolute value; ii. anabsolute value derived during a calibration test; iii. a value derivedrelative to a baseline value of involuntary physical motion measuredprior to the initiated audio-visual event; and iv. a value derivedrelative to a baseline value of involuntary physical motion measuredduring a calibration test.
 11. An entertainment device according toclaim 1, in which the processor is operable to adjust the generatedaudio-visual output responsive to an evaluation of the user'sinvoluntary physical motion with respect to a target value, wherein thetarget value is one selected from the list consisting of: i. apredetermined absolute value; ii. an absolute value derived during acalibration test; iii. a value derived relative to a baseline value ofinvoluntary physical motion measured prior to the initiated audio-visualevent; and iv. a value derived relative to a baseline value ofinvoluntary physical motion measured during a calibration test.
 12. Anentertainment device according to claim 1, in which the processor isoperable to correlate a further audio-visual event with evaluatedinvoluntary physical motions of the user, and adjust one or morecharacteristics of subsequent instances of the audio-visual eventresponsive to evaluated involuntary physical motions of the user.
 13. Amethod of user interaction with an entertainment device, comprising thesteps of: generating an audio-visual output for use with audio-visualreproduction equipment; initiating a scary audio-visual event as part ofthe generated audio-visual output; receiving input video data from avideo camera game controller that is associated with the entertainmentdevice; analysing the received input data to detect, with reference to apredetermined threshold, between normal user actions comprisingvoluntary motions and an involuntary physical motion by a userinteracting with the video camera game controller that occurs within apredetermined period associated with the initiation of the scaryaudio-visual event, in which input data corresponding to voluntaryphysical motions do not exceed the predetermined threshold, while inputdata corresponding to involuntary physical motions do exceed thepredetermined threshold; and subsequently adjusting generatedaudio-visual output responsive to the evaluation of the user'sinvoluntary physical motion.
 14. A tangible, non-transitory computerprogram product on which computer readable instructions of a computerprogram are stored, the instructions, when executed by a processor,cause the processor to perform a method of user interaction with anentertainment device according to claim 13.